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Old 11-17-2017, 11:00 PM   #15
Kromm
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Join Date: Jul 2004
Location: Montréal, Québec
Default Re: This cleric kills Evil.

Quote:
Originally Posted by Tom H. View Post

With your physics background and the rules heavy approach to GURPS, I would have thought game mechanics was your forte.
I'm capable of doing math. I have a couple of university degrees in theoretical physics, which is a fancy way of saying "applied mathematics, with a side order of computer programming." So to an extent, working out rules logic is something I do. It is not, however, the fun part of my job . . . if I found that fun, I'd still be in the academy.

Quote:
Originally Posted by Tom H. View Post

Are you implying that detailed mechanics are a necessary evil to having an immersive experience that is really about the characters?
Pretty much this. When I actually play games, they are entirely hero-centric. I'm not big on reality simulation because that's just rules all over again. I am, however, a huge fan of digging into the genre rather than letting the game mechanics dominate my thinking.

Quote:
Originally Posted by Tom H. View Post

And where would you personally place adventure creation on the fun continuum since to me it is more related to dynamic characters than are mechanics?

I had assumed that adventure design was low on your list of priorities, but maybe that was more from a professional content or marketing perspective.
I'm just plain Not Great at adventure design. The things I do best as a gamer are: (1) dream up campaign frameworks, (2) create character backstories, and (3) (when GMing) improvise responses to player actions. Unfortunately for me as a professional, gamers don't really buy campaign sketches (or GURPS Zombies: Day One would sell a lot better) or pregenerated characters (or GURPS Supporting Cast PDFs would sell better, too), and there's no simple way to sell improvisation. So I tend to stick to game mechanics, but I stay as close to GMing and character-creation advice – and as far from design systems – as I possibly can.
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